Installing ShoesOkay, on to installing Shoes. I'm sure you're wondering: do I need to install Ruby? Do I need to unzip anything? What commands do I need to type?
Nope. You don't need Ruby. You don't need WinZip. Nothing to type.
On most systems, starting Shoes is just a matter of running the installer and clicking the Shoes icon. Shoes comes with everything built in. We'll talk through all the steps, though, just to be clear about it.
Step 1: Installing Shoes
You'll want to visit the site of Shoes to download the Shoes installer. Usually, you'll just want one of the installers on the downloads page of the site.
Here's how to run the installer:
On Mac OS X, you'll have a file ending with .dmg. Double-click this file and a window should appear with a Shoes icon and an Applications folder. Following the arrow, drag
the Shoes icon into the Applications folder.
On Windows, you'll download a .exe file. Double-click this file and follow the
instructions.
On Linux, you'll download a file ending with .run. Double-click this file and Shoes will start up. (You can also run this file from a prompt as if it was a shell script. In fact, it is a shell script!)
Step 2: Start a New Text File
Shoes programs are just plain text files ending with a .rb extension.
Here are a few ways to create a blank text file:
On Mac OS X, visit your Applications folder and double-click on the TextEdit app. A blank editor window should come up. Now, go to the Format menu and select the Make
Plain Text option. Okay, you're all set! On Windows, go to the Start menu. Select All Programs, then Accessories, then
Notepad.
On Linux, most distros come with gedit. You might try running that. Or, if your distro is KDE-based, run kate.
Now, in your blank window, type in the following:
Shoes.app do background "#DFA" para "Welcome to Shoes" end
Save to your desktop as welcome.rb.
Step 3: Run It! Go Shoes!
To run your program:
On Mac OS X, visit your Applications folder again. This time, double-click the Shoes icon in that folder. You should see the red shoes icon appear in the dock. Drag your
welcome.rb from the desktop on to that dock icon.
On Windows, get to the Start menu. Go into All Programs, then Shoes, then Shoes. A file selector box should come up. Browse to your desktop and select welcome.rb. Click
OK and you're on your way.
On Linux, run Shoes just like you did in step one. You should see a file selector box. Browse to your desktop, select welcome.rb and hit OK.
So, not much of a program yet. But it's something! You've got the knack of it, at least!
What Can You Make With Shoes?
Well, you can make windowing applications. But Shoes is inspired by the web, so applications tend to use images and text layout rather than a lot of widgets. For example, Shoes doesn't come with tabbed controls or toolbars. Shoes is a tiny toolkit, remember?
Still, Shoes does have a few widgets like buttons and edit boxes. And many missing elements (like tabbed controls or toolbars) can be simulated with images.
Shoes is written in part thanks to a very good art engine called Cairo, which is used for drawing with shapes and colors. In this way, Shoes is inspired by NodeBox and Processing, two very good languages for drawing animated graphics.
The Rules of ShoesTime to stop guessing how Shoes works. Some of the tricky things will come back to haunt you. I've boiled down the central rules to Shoes. These are the things you MUST know to really make it all work.
These are general rules found throughout Shoes. While Shoes has an overall philosophy of simplicity and clarity, there are a few points that need to be studied and remembered.
Shoes Tricky Blocks
Okay, this is absolutely crucial. Shoes does a trick with blocks. This trick makes everything easier to read. But it also can make blocks harder to use once you're in deep.
Let's take a normal Ruby block:
ary = ['potion', 'swords', 'shields'] ary.each do |item| puts item end
In Shoes, these sorts of blocks work the same. This block above loops through the array and stores each object in the item variable. The item variable disappears (goes out of scope) when the block ends.
One other thing to keep in mind is that self stays the same inside normal Ruby blocks. Whatever self was before the call to each, it is the same inside the each block.
Both of these things are also true for most Shoes blocks.
Shoes.app do stack do para "First" para "Second" para "Third" end end
Here we have two blocks. The first block is sent to Shoes.app. This app block changes self.
The other block is the stack block. That block does NOT change self.
For what reason does the app block change self? Let's start by spelling out that last example completely.
Shoes.app do self.stack do self.para "First"
self.para "Second" self.para "Third" end end
All of the selfs in the above example are the App object. Shoes uses Ruby's instance_eval to change self inside the app block. So the method calls to stack and para get sent to the app.
This also is why you can use instance variables throughout a Shoes app:
Shoes.app do @s = stack do @p1 = para "First" @p2 = para "Second" @p3 = para "Third" end end
These instance variables will all end up inside the App object.
Whenever you create a new window, self is also changed. So, this means the window and dialog methods, in addition to Shoes.app.
Shoes.app :title => "MAIN" do para self button "Spawn" do window :title => "CHILD" do para self end end end
Block Redirection
The stack block is a different story, though. It doesn't change self and it's basically a regular block.
But there's a trick: when you attach a stack and give it a block, the App object places that stack in its memory. The stack gets popped off when the block ends. So all drawing inside the block gets redirected from the App's top slot to the new stack.
So those three paras will get drawn on the stack, even though they actually get sent to the App object first.
Shoes.app do stack do para "First" para "Second" para "Third" end end
A bit tricky, you see? This can bite you even if you know about it.
One way it'll get you is if you try to edit a stack somewhere else in your program, outside the app block.
Like let's say you pass around a stack object. And you have a class that edits that object.
class Messenger def initialize(stack) @stack = stack end def add(msg) @stack.append do para msg end end end
So, let's assume you pass the stack object into your Messenger class when the app starts. And, later, when a message comes in, the add method gets used to append a paragraph to that stack. Should work, right?
Nope, it won't work. The para method won't be found. The App object isn't around any more. And it's the one with the para method.
Fortunately, each Shoes object has an app method that will let you reopen the App object so you can do somefurther editing.
class Messenger def initialize(stack) @stack = stack end def add(msg) @stack.app do @stack.append do para msg end end end end
As you can imagine, the app object changes self to the App object.
So the rules here are:
1. Methods named "app" or which create new windows alter self to the App object.(This is true for both Shoes.app and Slot.app, as well as window and dialog.)2. Blocks attached to stacks, flows or any manipulation method (such as append) do not change self. Instead, they pop the slot on to the app's editing stack.
Careful With Fixed Heights
Fixed widths on slots are great so you can split the window into columns.
Shoes.app do flow do stack :width => 200 do caption "Column one" para "is 200 pixels wide" end stack :width => -200 do caption "Column two" para "is 100% minus 200 pixels wide" end end end
Fixed heights on slots should be less common. Usually you want your text and images to just flow down the window as far as they can. Height usually happens naturally.
The important thing here is that fixed heights actually force slots to behave differently. To be sure that the end of the slot is chopped off perfectly, the slot becomes a nested window. A new layer is created by the operating system to keep the slot in a fixed square.
On difference between normal slots and nested window slots is that the latter can have scrollbars.
Shoes.app do stack :width => 200, :height => 200, :scroll => true do background "#DFA" 100.times do |i| para "Paragraph No. #{i}" end end end
These nested windows require more memory. They tax the application a bit more. So if you're experiencing some slowness with hundreds of fixed-height slots, try a different approach.
Image and Shape Blocks
Most beginners start littering the window with shapes. It's just easier to throw all your rectangles and ovals in a slot.
However, bear in mind that Shoes will create objects for all those shapes!
Shoes.app do fill black(0.1) 100.times do |i| oval i, i, i * 2 end end
In this example, one-hundred Oval objects are created. This isn't too bad. But things would be slimmer if we made these into a single shape.
Shoes.app do fill black(0.1) shape do 100.times do |i| oval i, i, i * 2 end end end
Oh, wait. The ovals aren't filled in this time! That's because the ovals have been combined into a single huge shape. And Shoes isn't sure where to fill in this case.
So you usually only want to combine into a single shape when you're dealing strictly with outlines.
Another option is to combine all those ovals into a single image.
Shoes.app do fill black(0.1) image 300, 300 do 100.times do |i| oval i, i, i * 2 end end end
There we go! The ovals are all combined into a single 300 x 300 pixel image. In this case, storing that image in memory might be much bigger than having one-hundred ovals around. But when you're dealing with thousands of shapes, the image block can be cheaper.
The point is: it's easy to group shapes together into image or shape blocks, so give it a try if you're looking to gain some speed. Shape blocks particularly will save you some memory and speed.
UTF-8 Everywhere
Ruby itself isn't Unicode aware. And UTF-8 is a type of Unicode. (See Wikipedia for a full explanation of UTF-8.)
However, UTF-8 is common on the web. And lots of different platforms support it. So to cut down on the amount of conversion that Shoes has to do, Shoes expects all strings to be in UTF-8 format.
This is great because you can show a myriad of languages (Russian, Japanese, Spanish, English) using UTF-8 in Shoes. Just be sure that your text editor uses UTF-8!
To illustrate:
Shoes.app do stack :margin => 10 do @edit = edit_box :width => 1.0 do @para.text = @edit.text end @para = para "" end end
This app will copy anything you paste into the edit box and display it in a Shoes paragraph. You can try copying some foreign text (such as Greek or Japanese) into this box to see how it displays.
This is a good test because it proves that the edit box gives back UTF-8 characters. And the paragraph can be set to any UTF-8 characters.
Important note: if some UTF-8 characters don't display for you, you will need to change the paragraph's font. This is especially common on OS X.
So, a good Japanese font on OS X is AppleGothic and on Windows is MS UI Gothic.
Shoes.app do
para "てすと (te-su-to)", :font => case RUBY_PLATFORM when /mingw/; "MS UI Gothic" when /darwin/; "AppleGothic, Arial" else "Arial" end end
Again, anything which takes a string in Shoes will need a UTF-8 string. Edit boxes, edit lines, list boxes, window titles and text blocks all take UTF-8. If you give a string with bad characters in it, an error will show up in the console.
The Main App and Its Requires
NOTE: This rule is for Raisins. Policeman uses TOPLEVEL_BINDING. So, you can get main, Ruby top-level object, with the first snippet. Although you need to use Shoes::Para instead of Para outside Shoes.app block.
Each Shoes app is given a little room where it can create itself. You can create classes and set variables and they won't be seen by other Shoes programs. Each program runs inside its own anonymous class.
main = self Shoes.app do para main.to_s end
This anonymous class is called (shoes) and it's just an empty, unnamed class. The Shoes module is mixed into this class (using include Shoes) so that you can use either Para or Shoes::Para when referring to the paragraph class.
The advantages of this approach are:
Shoes apps cannot share local variables. Classes created in the main app code are temporary.
The Shoes module can be mixed in to the anonymous class, but not the top-level environment of Ruby itself.
Garbage collection can clean up apps entirely once they complete.
The second part is especially important to remember.
class Storage; end Shoes.app do para Storage.new end
The Storage class will disappear once the app completes. Other apps aren't able to use the Storage class. And it can't be gotten to from files that are loaded using require.
When you require code, though, that code will stick around. It will be kept in the Ruby top-level environment.
So, the rule is: keep your temporary classes in the code with the app and keep your permanent classes in requires.
ShoesShoes is all about drawing windows and the stuff inside those windows. Let's focus on the window itself, for now. The other sections Slots and Elements cover everything that goes inside the window.
For here on, the manual reads more like a dictionary. Each page is mostly a list of methods you can use for each topic covered. The idea is to be very thorough and clear about everything.
So, if you've hit this far in the manual and you're still hazy about getting started, you should probably either go back to the beginning of the manual. Or you could try Nobody Knows Shoes, the beginner's leaflet PDF.
Finding Your Way
This section covers:
Built-in methods - general methods available anywhere in a Shoes program. The App window - methods found attached to every main Shoes window.
The Styles Master List - a complete list of every style in Shoes.
The Classes list - a chart showing what Shoes classes subclass what.
The Colors list - a chart of all built-in colors and the rgb numbers for each.
If you find yourself paging around a lot and not finding something, give the Search page a try. It's the quickest way to get around.
After this general reference, there are two other more specific sections:
Slots - covering stack and flow, the two types of slots. Elements - documentation for all the buttons, shapes, images, and so on.
Two really important pages in there are the Element Creation page (which lists all the elements you can add) and the Common Methods page (which lists methods you'll find on any slot or element.)
Built-in MethodsThese methods can be used anywhere throughout Shoes programs.
All of these commands are unusual because you don't attach them with a dot. Every other method in this manual must be attached to an object with a dot. But these are built-in methods (also called: Kernel methods.) Which means no dot!
A common one is alert:
alert "No dots in sight"
Compare that to the method reverse, which isn't a Kernel method and is only available for Arrays and Strings:
"Plaster of Paris".reverse #=> "siraP fo retsalP" [:dogs, :cows, :snakes].reverse #=> [:snakes, :cows, :dogs]
Most Shoes methods for drawing and making buttons and so on are attached to slots. See the section on Slots for more.
Built-in Constants
Shoes also has a handful of built-in constants which may prove useful if you are trying to sniff out what release of Shoes is running.
Shoes::RELEASE_NAME contains a string with the name of the Shoes release. All Shoes releases are named, starting with Curious.
Shoes::RELEASE_ID contains a number representing the Shoes release. So, for example, Curious is number 1, as it was the first official release.
Shoes::REVISION is the Subversion revision number for this build.
Shoes::FONTS is a complete list of fonts available to the app. This list includes any fonts loaded by the font method.
alert(message: a string) » nil
Pops up a window containing a short message.
alert("I'm afraid I must interject!")
Please use alerts sparingly, as they are incredibly annoying! If you are using alerts to show messages to help you debug your program, try checking out the debug or info methods.
ask(message: a string) » a string
Pops up a window and asks a question. For example, you may want to ask someone their name.
name = ask("Please, enter your name:")
When the above script is run, the person at the computer will see a window with a blank box for entering their name. The name will then be saved in the name variable.
ask_color(title: a string) » Shoes::Color
Pops up a color picker window. The program will wait for a color to be picked, then gives you back a Color object. See the Color help for some ways you can use this color.
backcolor = ask_color("Pick a background") Shoes.app do background backcolor end
ask_open_file() » a string
Pops up an "Open file..." window. It's the standard window which shows all of your folders and lets you select a file to open. Hands you back the name of the file.
filename = ask_open_file Shoes.app do
para File.read(filename) end
ask_save_file() » a string
Pops up a "Save file..." window, similiar to ask_open_file, described previously.
save_as = ask_save_file
ask_open_folder() » a string
Pops up an "Open folder..." window. It's the standard window which shows all of your folders and lets you select a folder to open. Hands you back the name of the folder.
folder = ask_open_folder Shoes.app do para Dir.entries(folder) end
ask_save_folder() » a string
Pops up a "Save folder..." window, similiar to ask_open_folder, described previously. On OS X, this method currently behaves like an alias of ask_open_folder.
save_to = ask_save_folder
confirm(question: a string) » true or false
Pops up a yes-or-no question. If the person at the computer, clicks yes, you'll get back a true. If not, you'll get back false.
if confirm("Draw a circle?") Shoes.app{ oval :top => 0, :left => 0, :radius => 50 } end
debug(message: a string) » nil
Sends a debug message to the Shoes console. You can bring up the Shoes console by pressing Alt-/ on any Shoes window (or ⌘-/ on OS X.)
debug("Running Shoes on " + RUBY_PLATFORM)
Also check out the error, warn and info methods.
error(message: a string) » nil
Sends an error message to the Shoes console. This method should only be used to log errors. Try the debug method for logging messages to yourself.
Oh, and, rather than a string, you may also hand exceptions directly to this method and they'll be formatted appropriately.
exit()
Stops your program. Call this anytime you want to suddenly call it quits.
PLEASE NOTE: If you need to use Ruby's own exit method (like in a forked Ruby process,) call Kernel.exit.
font(message: a string) » an array of font family names
Loads a TrueType (or other type of font) from a file. While TrueType is supported by all platforms, your platform may support other types of fonts. Shoes uses each operating system's built-in font system to make this work.
Here's a rough idea of what fonts work on which platforms:
Bitmap fonts (.bdf, .pcf, .snf) - Linux Font resource (.fon) - Windows
Windows bitmap font file (.fnt) - Linux, Windows
PostScript OpenType font (.otf) - Mac OS X, Linux, Windows
Type1 multiple master (.mmm) - Windows
Type1 font bits (.pfb) - Linux, Windows
Type1 font metrics (.pfm) - Linux, Windows
TrueType font (.ttf) - Mac OS X, Linux, Windows
TrueType collection (.ttc) - Mac OS X, Linux, Windows
If the font is properly loaded, you'll get back an array of font names found in the file. Otherwise, nil is returned if no fonts were found in the file.
Also of interest: the Shoes::FONTS constant is a complete list of fonts available to you on this platform. You can check for a certain font by using include?.
if Shoes::FONTS.include? "Helvetica" alert "Helvetica is available on this system." else alert "You do not have the Helvetica font." end
If you have trouble with fonts showing up, make sure your app loads the font before it is used. Especially on OS X, if fonts are used before they are loaded, the font cache will tend to ignore loaded fonts.
gradient(color1, color2) » Shoes::Pattern
Builds a linear gradient from two colors. For each color, you may pass in a Shoes::Color object or a string describing the color.
gray(the numbers: darkness, alpha) » Shoes::Color
Create a grayscale color from a level of darkness and, optionally, an alpha level.
black = gray(0.0) white = gray(1.0)
info(message: a string) » nil
Logs an informational message to the user in the Shoes console. So, where debug messages are designed to help the program figure out what's happening, info messages tell the user extra information about the program.
info("You just ran the info example on Shoes #{Shoes::RELEASE_NAME}.")
For example, whenever a Shy file loads, Shoes prints an informational message in the console describing the author of the Shy and its version.
rgb(a series of numbers: red, green, blue, alpha) » Shoes::Color
Create a color from red, green and blue components. An alpha level (indicating transparency) can also be added, optionally.
When passing in a whole number, use values from 0 to 255.
blueviolet = rgb(138, 43, 226) darkgreen = rgb(0, 100, 0)
Or, use a decimal number from 0.0 to 1.0.
blueviolet = rgb(0.54, 0.17, 0.89) darkgreen = rgb(0, 0.4, 0)
This method may also be called as Shoes.rgb.
warn(message: a string) » nil
Logs a warning for the user. A warning is not a catastrophic error (see error for that.) It is just a notice that the program will be changing in the future or that certain parts of the program aren't reliable yet.
To view warnings and errors, open the Shoes console with Alt-/ (or ⌘-/ on OS X.)
The App Object
An App is a single window running code at a URL. When you switch URLs, a new App object is created and filled up with stacks, flows and other Shoes elements.
The App is the window itself. Which may be closed or cleared and filled with new elements.
The App itself, in slot/box terminology, is a flow. See the Slots section for more, but this just means that any elements placed directly at the top-level will flow.
Shoes.app(styles) { ... } » Shoes::App
Starts up a Shoes app window. This is the starting place for making a Shoes program. Inside the block, you fill the window with various Shoes elements (buttons, artwork, etc.) and, outside the block, you use the styles to describe how big the window is. Perhaps also the name of the app or if it's resizable.
Shoes.app(:title => "White Circle", :width => 200, :height => 200, :resizable => false) { background black fill white oval :top => 20, :left => 20, :radius => 160 }
In the case above, a small window is built. 200 pixels by 200 pixels. It's not resizable. And, inside the window, two elements: a black background and a white circle.
Once an app is created, it is added to the Shoes.APPS list. If you want an app to spawn more windows, see the window method and the dialog method.
Shoes.APPS() » An array of Shoes::App objects
Builds a complete list of all the Shoes apps that are open right now. Once an app is closed, it is removed from the list. Yes, you can run many apps at once in Shoes. It's completely encouraged.
clipboard() » a string
Returns a string containing all of the text that's on the system clipboard. This is the global clipboard that every program on the computer cuts and pastes into.
clipboard = a string
Stores a string of text in the system clipboard.
close()
Closes the app window. If multiple windows are open and you want to close the entire application, use the built-in method exit.
download(url: a string, styles)
Starts a download thread (much like XMLHttpRequest, if you're familiar with JavaScript.) This method returns immediately and runs the download in the background. Each download thread also fires start, progress and finish events. You can send the download to a file or just get back a string (in the finish event.)
If you attach a block to a download, it'll get called as the finish event.
Shoes.app do stack do title "Searching Google", :size => 16 @status = para "One moment..." # Search Google for 'shoes' and print the HTTP headers download "http://www.google.com/search?q=shoes" do |goog| @status.text = "Headers: " + goog.response.headers.inspect end end end
And, if we wanted to use the downloaded data, we'd get it using goog.response.body. This example is truly the simplest form of download: pulling some web data down into memory and handling it once it's done.
Another simple use of download is to save some web data to a file, using the :save style.
Shoes.app do stack do title "Downloading Google image", :size => 16 @status = para "One moment..." download "http://www.google.com/logos/nasa50th.gif", :save => "nasa50th.gif" do @status.text = "Okay, is downloaded." end end end
In this case, you can still get the headers for the downloaded file, but response.body will be nil, since the data wasn't saved to memory. You will need to open the file to get the downloaded goods.
If you need to send certain headers or actions to the web server, you can use the :method, :headers and :body styles to customize the HTTP request. (And, if you need to go beyond these, you can always break out Ruby's OpenURI class.)
Shoes.app do stack do title "POSTing to Google", :size => 16 @status = para "One moment..." download "http://www.stevex.net/dump.php", :method => "POST", :body => "v=1.0&q=shoes" do |dump| require 'hpricot' @status.text = Hpricot(dump.response.body).inner_text end end end
As you can see from the above example, Shoes includes the Hpricot library for parsing HTML.
location() » a string
Gets a string containing the URL of the current app.
mouse() » an array of numbers: button, left, top
Identifies the mouse cursor's location, along with which button is being pressed.
Shoes.app do @p = para animate do button, left, top = self.mouse @p.replace "mouse: #{button}, #{left}, #{top}" end end
owner() » Shoes::App
Gets the app which launched this app. In most cases, this will be nil. But if this app was launched using the window method, the owner will be the app which called window.
started?() » true or false
Has the window been fully constructed and displayed? This is useful for threaded code which may try to use the window before it is completely built. (Also see the start event which fires once the window is open.)
visit(url: a string)
Changes the location, in order to view a different Shoes URL.
Absolute URLs (such as http://google.com) are okay, but Shoes will be expecting a Shoes application to be at that address. (So, google.com won't work, as it's an HTML app.)
The Styles Master ListYou want to mess with the look of things? Well, throughout Shoes, styles are used to change the way elements appear. In some cases, you can even style an entire class of elements. (Like giving all paragraphs a certain font.)
Styles are easy to spot. They usually show up when the element is created.
Shoes.app :title => "A Styling Sample" do para "Red with an underline", :stroke => red, :underline => "single" end
Here we've got a :title style on the app. And on the paragraph inside the app, a red :stroke style and an :underline style.
The style hash can also be changed by using the style method, available on every element and slot.
Shoes.app :title => "A Styling Sample" do @text = para "Red with an underline" @text.style(:stroke => red, :underline => "single") end
Most styles can also be set by calling them as methods. (I'd use the manual search to find the method.)
Shoes.app :title => "A Styling Sample" do @text = para "Red with an underline" @text.stroke = red @text.underline = "single" end
Rather than making you plow through the whole manual to figure out what styles go where, this helpful page speeds through every style in Shoes and suggests where that style is used.
:align » a string
For: banner, caption, code, del, em, ins, inscription, link, para, span, strong, sub, sup, subtitle, tagline, title
The alignment of the text. It is either:
"left" - Align the text to the left. "center" - Align the text in the center.
"right" - Align the text to the right.
:angle » a number
For: background, border, gradient.
The angle at which to apply a gradient. Normally, gradient colors range from top to bottom. If the :angle is set to 90, the gradient will rotate 90 degrees counter-clockwise and the gradient will go from left to right.
:attach » a slot or element
For: flow, stack.
Pins a slot relative to another slot or element. Also, one may write :attach => Window to position the slot at the window's top, left corner. Taking this a bit further, the style :top => 10, :left => 10, :attach => Window would place the slot at (10, 10) in the window's coordinates.
If a slot is attached to an element that moves, the slot will move with it. If the attachment is reset to nil, the slot will flow in with the other objects that surround, as normal.
:autoplay » true or false
For: video.
Should this video begin playing after it appears? If set to true, the video will start without asking the user.
:bottom » a number
For: all slots and elements.
Sets the pixel coordinate of an element's lower edge. The edge is placed relative to its container's lower edge. So, :bottom => 0 will align the element so that its bottom edge and the bottom edge of its slot touch.
:cap » :curve or :rect or :project
For: arc, arrow, border, flow, image, mask, rect, star, shape, stack.
Sets the shape of the line endpoint, whether curved or square. See the cap method for more explanation.
:center » true or false
For: arc, image, oval, rect, shape.
Indicates whether the :top and :left coordinates refer to the center of the shape or not. If set to true, this is similar to setting the transform method to :center.
:change » a proc
For: edit_box, edit_line, list_box.
The change event handler is stored in this style. See the change method for the edit_box, as an example.
:checked » true or false
For: check, radio.
Is this checkbox or radio button checked? If set to true, the box is checked. Also see the checked= method.
:choose » a string
For: list_box.
Sets the currently chosen item in the list. More information at choose.
:click » a proc
For: arc, arrow, banner, button, caption, check, flow, image, inscription, line, link, mask, oval, para, radio, rect, shape, stack, star, subtitle, tagline, title.
The click event handler is stored in this style. See the click method for a description.
:curve » a number
For: background, border, rect.
The radius of curved corners on each of these rectangular elements. As an example, if this is set to 6, the corners of the rectangle are given a curve with a 6-pixel radius.
:displace_left » a number
For: all slots and elements.
Moves a shape, text block or any other kind of object to the left or right. A positive number displaces to the right by the given number of pixels; a negative number displaces to the left. Displacing an object doesn't effect the actual layout of the page. Before using this style, be sure to read the displace docs, since its behavior can be a bit surprising.
:displace_top » a number
For: all slots and elements.
Moves a shape, text block or any other kind of object up or down. A positive number moves the object down by this number of pixels; a negative number moves it up. Displacing doesn't effect the actual layout of the page or the object's true coordinates. Read the displace docs, since its behavior can be a bit surprising.
:emphasis » a string
For: banner, caption, code, del, em, ins, inscription, link, para, span, strong, sub, sup, subtitle, tagline, title.
Styles the text with an emphasis (commonly italicized.)
This style recognizes three possible settings:
"normal" - the font is upright. "oblique" - the font is slanted, but in a roman style.
"italic" - the font is slanted in an italic style.
:family » a string
For: banner, caption, code, del, em, ins, inscription, link, para, span, strong, sub, sup, subtitle, tagline, title.
Styles the text with a given font family. The string should contain the family name or a comma-separated list of families.
:fill » a hex code, a Shoes::Color or a range of either
For: arc, arrow, background, banner, caption, code, del, em, flow, image, ins, inscription, line, link, mask, oval, para, rect, shape, span, stack, star, strong, sub, sup, subtitle, tagline, title.
The color of the background pen. For shapes, this is the fill color, the paint inside the shape. For text stuffs, this color is painted in the background (as if marked with a highlighter pen.)
:font » a string
For: banner, caption, code, del, em, ins, inscription, link, para, span, strong, sub, sup, subtitle, tagline, title.
Styles the text with a font description. The string is pretty flexible, but can take the form "[FAMILY-LIST] [STYLE-OPTIONS] [SIZE]", where FAMILY-LIST is a comma separated list of families optionally terminated by a comma, STYLE_OPTIONS is a whitespace separated list of words where each WORD describes one of style, variant, weight, stretch, or gravity, and SIZE is a decimal number (size in points) or optionally followed by the unit modifier "px" for absolute size. Any one of the options may be absent. If FAMILY-LIST is absent, then the default font family (Arial) will be used.
:group » a string
For: radio.
Indicates what group a radio button belongs to. Without this setting, radio buttons are grouped together with other radio buttons in their immediate slot. "Grouping" radio buttons doesn't mean they'll be grouped next to each other on the screen. It means that only one radio button from the group can be selected at a time.
By giving this style a string, the radio button will be grouped with other radio buttons that have the same group name.
:height » a number
For: all slots and elements.
Sets the pixel height of this object. If the number is a decimal number, the height becomes a percentage of its parent's height (with 0.0 being 0% and 1.0 being 100%.)
:hidden » true or false
For: all slots and elements.
Hides or shows this object. Any object with :hidden => true are not displayed on the screen. Neither are its children.
:inner » a number
For: star.
The size of the inner radius (in pixels.) The inner radius describes the solid circle within the star where the points begin to separate.
:items » an array
For: list_box.
The list of selections in the list box. See the list_box method for an example.
:justify » true or false
For: banner, caption, code, del, em, ins, inscription, link, para, span, strong, sub, sup, subtitle, tagline, title
Evenly spaces the text horizontally.
:kerning » a number
For: banner, caption, code, del, em, ins, inscription, link, para, span, strong, sub, sup, subtitle, tagline, title.
Adds to the natural spacing between letters, in pixels.
:leading » a number
For: banner, caption, inscription, para, subtitle, tagline, title.
Sets the spacing between lines in a text block. Defaults to 4 pixels.
:left » a number
For: all slots and elements.
Sets the left coordinate of this object to a specific pixel. Setting :left => 10 places the object's left edge ten pixels away from the left edge of the slot containing it. If this style is left unset (or set to nil,) the object will flow in with the other objects surrounding it.
:margin » a number or an array of four numbers
For: all slots and elements.
Margins space an element out from its surroundings. Each element has a left, top, right, and bottom margin. If the :margin style is set to a single number, the spacing around the element uniformly matches that number. In other words, if :margin => 8 is set, all the margins around the element are set to eight pixels in length.
This style can also be given an array of four numbers in the form [left, top, right, bottom].
:margin_bottom » a number
For: all slots and elements.
Sets the bottom margin of the element to a specific pixel size.
:margin_left » a number
For: all slots and elements.
Sets the left margin of the element to a specific pixel size.
:margin_right » a number
For: all slots and elements.
Sets the right margin of the element to a specific pixel size.
:margin_top » a number
For: all slots and elements.
Sets the top margin of the element to a specific pixel size.
:outer » a number
For: star.
Sets the outer radius (half of the total width) of the star, in pixels.
:points » a number
For: star.
How many points does this star have? A style of :points => 5 creates a five-pointed star.
:radius » a number
For: arc, arrow, background, border, gradient, oval, rect, shape.
Sets the radius (half of the diameter or total width) for each of these elements. Setting this is equivalent to setting both :width and :height to double this number.
:right » a number
For: all slots and elements.
Sets the pixel coordinate of an element's right edge. The edge is placed relative to its container's rightmost edge. So, :right => 0 will align the element so that its own right edge and the right edge of its slot touch. Whereas :right => 20 will position the right edge of the element off to the left of its slot's right edge by twenty pixels.
:rise » a number
For: banner, caption, code, del, em, ins, inscription, link, para, span, strong, sub, sup, subtitle, tagline, title.
Lifts or plunges the font baseline for some text. For example, a sup has a :rise of 10 pixels. Conversely, the sub element has a :rise of -10 pixels.
:scroll » true or false
For: flow, stack.
Establishes this slot as a scrolling slot. If :scroll => true is set, the slot will show a scrollbar if any of its contents go past its height. The scrollbar will appear and disappear as needed. It will also appear inside the width of the slot, meaning the slot's width will never change, regardless of whether there is a scrollbar or not.
:secret » true or false
For: ask, edit_line.
Used for password fields, this setting keeps any characters typed in from becoming visible on the screen. Instead, a replacement character (such as an asterisk) is show for each letter typed.
:size » a number
For: banner, caption, code, del, em, ins, inscription, link, para, span, strong, sub, sup, subtitle, tagline, title.
Sets the pixel size for the font used inside this text block or text fragment.
Font size may also be augmented, through use of the following strings:
"xx-small" - 57% of present size. "x-small" - 64% of present size.
"small" - 83% of present size.
"medium" - no change in size.
"large" - 120% of present size.
"x-large" - 143% of present size.
"xx-large" - 173% of present size.
:state » a string
For: button, check, edit_box, edit_line, list_box, radio.
The :state style is for disabling or locking certain controls, if you don't want them to be edited.
Here are the possible style settings:
nil - the control is active and editable. "readonly" - the control is active but cannot be edited.
"disabled" - the control is not active (grayed out) and cannot be edited.
:stretch » a string
For: banner, caption, code, del, em, ins, inscription, link, para, span, strong, sub, sup, subtitle, tagline, title.
Sets the font stretching used for a text object.
Possible settings are:
"condensed" - a smaller width of letters. "normal" - the standard width of letters.
"expanded" - a larger width of letters.
:strikecolor » a Shoes::Color
For: banner, caption, code, del, em, ins, inscription, link, para, span, strong, sub, sup, subtitle, tagline, title.
The color used to paint any lines stricken through this text.
:strikethrough » a string
For: banner, caption, code, del, em, ins, inscription, link, para, span, strong, sub, sup, subtitle, tagline, title.
Is this text stricken through? Two options here:
"none" - no strikethrough "single" - a single-line strikethrough.
:stroke » a hex code, a Shoes::Color or a range of either
For: arc, arrow, banner, border, caption, code, del, em, flow, image, ins, inscription, line, link, mask, oval, para, rect, shape, span, stack, star, strong, sub, sup, subtitle, tagline, title.
The color of the foreground pen. In the case of shapes, this is the color the lines are drawn with. For paragraphs and other text, the letters are printed in this color.
:strokewidth » a number
For: arc, arrow, border, flow, image, line, mask, oval, rect, shape, star, stack.
The thickness of the stroke, in pixels, of the line defining each of these shapes. For example, the number two would set the strokewidth to 2 pixels.
:text » a string
For: button, edit_box, edit_line.
Sets the message displayed on a button control, or the contents of an edit_box or edit_line.
:top » a number
For: all slots and elements.
Sets the top coordinate for an object, relative to its parent slot. If an object is set with :top => 40, this means the object's top edge will be placed 40 pixels beneath the top edge of the slot that contains it. If no :top style is given, the object is automatically placed in the natural flow of its slot.
:undercolor » a Shoes::Color
For: banner, caption, code, del, em, ins, inscription, link, para, span, strong, sub, sup, subtitle, tagline, title.
The color used to underline text.
:underline » a string
For: banner, caption, code, del, em, ins, inscription, link, para, span, strong, sub, sup, subtitle, tagline, title.
Dictates the style of underline used in the text.
The choices for this setting are:
"none" - no underline at all. "single" - a continuous underline.
"double" - two continuous parallel underlines.
"low" - a lower underline, beneath the font baseline. (This is generally recommended only for single characters, particularly when showing keyboard accelerators.)
"error" - a wavy underline, usually found indicating a misspelling.
:variant » a string
For: banner, caption, code, del, em, ins, inscription, link, para, span, strong, sub, sup, subtitle, tagline, title.
Vary the font for a group of text. Two choices:
"normal" - standard font. "smallcaps" - font with the lower case characters replaced by smaller variants of the
capital characters.
:weight » a string
For: banner, caption, code, del, em, ins, inscription, link, para, span, strong, sub, sup, subtitle, tagline, title.
Set the boldness of the text. Commonly, this style is set to one of the following strings:
"ultralight" - the ultralight weight (= 200) "light" - the light weight (= 300)
"normal" - the default weight (= 400)
"semibold" - a weight intermediate between normal and bold (= 600)
"bold" - the bold weight (= 700)
"ultrabold" - the ultrabold weight (= 800)
"heavy" - the heavy weight (= 900)
However, you may also pass in the numerical weight directly.
:width » a number
For: all slots and elements.
Sets the pixel width for the element. If the number is a decimal, the width is converted to a percentage (with 0.0 being 0% and 1.0 being 100%.) A width of 100% means the object fills its parent slot.
:wrap » a string
For: banner, caption, code, del, em, ins, inscription, link, para, span, strong, sub, sup, subtitle, tagline, title
How should the text wrap when it fills its width? Possible options are:
"word" - Break lines at word breaks. "char" - Break lines between characters, thus breaking some words.
"trim" - Cut the line off with an ellipsis if it goes too long.
Classes List Here is a complete list of all the classes introduced by Shoes. This chart is laid out
according to how classes inherits from each other. Subclasses are indented one level to the right, beneath their parent class.
▸ Exception
▸ StandardError
▸ Shoes::ImageError
▸ Shoes::InvalidModeError
▸ Shoes::NotImplementedError
▸ Shoes::SettingUp
▸ Shoes::VideoError
▸ Shoes
▸ Shoes::Flow
▸ Shoes::Mask
▸ Shoes::Stack
▸ Shoes::Widget
▸ Shoes::App
▸ Shoes::Dialog
▸ Shoes::Canvas
▸ Shoes::Color
▸ Shoes::Download
▸ Shoes::Effect
▸ Shoes::Image
▸ Shoes::LinkUrl
▸ Shoes::Mouse
▸ Shoes::Native
▸ Shoes::Button
▸ Shoes::Check
▸ Shoes::EditBox
▸ Shoes::EditLine
▸ Shoes::ListBox
▸ Shoes::Progress
▸ Shoes::Radio
▸ Shoes::Slider
▸ Shoes::Pattern
▸ Shoes::Background
▸ Shoes::Border
▸ Shoes::Search
▸ Shoes::Shape
▸ Shoes::Text
▸ Shoes::Code
▸ Shoes::Del
▸ Shoes::Em
▸ Shoes::Ins
▸ Shoes::Link
▸ Shoes::LinkHover
▸ Shoes::Span
▸ Shoes::Strong
▸ Shoes::Sub
▸ Shoes::Sup
▸ Shoes::TextBlock
▸ Shoes::Banner
▸ Shoes::Caption
▸ Shoes::Inscription
▸ Shoes::Para
▸ Shoes::Subtitle
▸ Shoes::Tagline
▸ Shoes::Title
▸ Shoes::TimerBase
▸ Shoes::Animation
▸ Shoes::Every
▸ Shoes::Timer
▸ Shoes::Video
▸ Shoes::Window
Colors ListThe following list of colors can be used throughout Shoes. As background colors or border colors. As stroke and fill colors. Most of these colors come from the X11 and HTML palettes.
All of these colors can be used by name. (So calling the tomato method from inside any slot will get you a nice reddish color.) Below each color, also find the exact numbers which can be used with the rgb method.
aliceblue
rgb(240, 248, 255)
antiquewhite
rgb(250, 235, 215)
aqua
rgb(0, 255, 255)
aquamarine
rgb(127, 255, 212)
azure
rgb(240, 255, 255)
beige
rgb(245, 245, 220)
bisque
rgb(255, 228, 196)
black
rgb(0, 0, 0)
blanchedalmond
rgb(255, 235, 205)
blue
rgb(0, 0, 255)
blueviolet
rgb(138, 43, 226)
brown
rgb(165, 42, 42)
burlywood
rgb(222, 184, 135)
cadetblue
rgb(95, 158, 160)
chartreuse
rgb(127, 255, 0)
chocolate
rgb(210, 105, 30)
coral
rgb(255, 127, 80)
cornflowerblue
rgb(100, 149, 237)
cornsilk
rgb(255, 248, 220)
crimson
rgb(220, 20, 60)
cyan
rgb(0, 255, 255)
darkblue
rgb(0, 0, 139)
darkcyan
rgb(0, 139, 139)
darkgoldenrod
rgb(184, 134, 11)
darkgray
rgb(169, 169, 169)
darkgreen
rgb(0, 100, 0)
darkkhaki
rgb(189, 183, 107)
darkmagenta
rgb(139, 0, 139)
darkolivegreen
rgb(85, 107, 47)
darkorange
rgb(255, 140, 0)
darkorchid
rgb(153, 50, 204)
darkred
rgb(139, 0, 0)
darksalmon
rgb(233, 150, 122)
darkseagreen
rgb(143, 188, 143)
darkslateblue
rgb(72, 61, 139)
darkslategray
rgb(47, 79, 79)
darkturquoise
rgb(0, 206, 209)
darkviolet
rgb(148, 0, 211)
deeppink
rgb(255, 20, 147)
deepskyblue
rgb(0, 191, 255)
dimgray
rgb(105, 105, 105)
dodgerblue
rgb(30, 144, 255)
firebrick
rgb(178, 34, 34)
floralwhite
rgb(255, 250, 240)
forestgreen
rgb(34, 139, 34)
fuchsia
rgb(255, 0, 255)
gainsboro
rgb(220, 220, 220)
ghostwhite
rgb(248, 248, 255)
gold
rgb(255, 215, 0)
goldenrod
rgb(218, 165, 32)
gray
rgb(128, 128, 128)
green
rgb(0, 128, 0)
greenyellow
rgb(173, 255, 47)
honeydew
rgb(240, 255, 240)
hotpink
rgb(255, 105, 180)
indianred
rgb(205, 92, 92)
indigo
rgb(75, 0, 130)
ivory
rgb(255, 255, 240)
khaki
rgb(240, 230, 140)
lavender
rgb(230, 230, 250)
lavenderblush
rgb(255, 240, 245)
lawngreen
rgb(124, 252, 0)
lemonchiffon
rgb(255, 250, 205)
lightblue
rgb(173, 216, 230)
lightcoral
rgb(240, 128, 128)
lightcyan
rgb(224, 255, 255)
lightgoldenrodyellow
rgb(250, 250, 210)
lightgreen
rgb(144, 238, 144)
lightgrey
rgb(211, 211, 211)
lightpink
rgb(255, 182, 193)
lightsalmon
rgb(255, 160, 122)
lightseagreen
rgb(32, 178, 170)
lightskyblue
rgb(135, 206, 250)
lightslategray
rgb(119, 136, 153)
lightsteelblue
rgb(176, 196, 222)
lightyellow
rgb(255, 255, 224)
lime
rgb(0, 255, 0)
limegreen
rgb(50, 205, 50)
linen
rgb(250, 240, 230)
magenta
rgb(255, 0, 255)
maroon
rgb(128, 0, 0)
mediumaquamarine
rgb(102, 205, 170)
mediumblue
rgb(0, 0, 205)
mediumorchid
rgb(186, 85, 211)
mediumpurple
rgb(147, 112, 219)
mediumseagreen
rgb(60, 179, 113)
mediumslateblue
rgb(123, 104, 238)
mediumspringgreen
rgb(0, 250, 154)
mediumturquoise
rgb(72, 209, 204)
mediumvioletred
rgb(199, 21, 133)
midnightblue
rgb(25, 25, 112)
mintcream
rgb(245, 255, 250)
mistyrose
rgb(255, 228, 225)
moccasin
rgb(255, 228, 181)
navajowhite
rgb(255, 222, 173)
navy
rgb(0, 0, 128)
oldlace
rgb(253, 245, 230)
olive
rgb(128, 128, 0)
olivedrab
rgb(107, 142, 35)
orange
rgb(255, 165, 0)
orangered
rgb(255, 69, 0)
orchid
rgb(218, 112, 214)
palegoldenrod
rgb(238, 232, 170)
palegreen
rgb(152, 251, 152)
paleturquoise
rgb(175, 238, 238)
palevioletred
rgb(219, 112, 147)
papayawhip
rgb(255, 239, 213)
peachpuff
rgb(255, 218, 185)
peru
rgb(205, 133, 63)
pink
rgb(255, 192, 203)
plum
rgb(221, 160, 221)
powderblue
rgb(176, 224, 230)
purple
rgb(128, 0, 128)
red
rgb(255, 0, 0)
rosybrown
rgb(188, 143, 143)
royalblue
rgb(65, 105, 225)
saddlebrown
rgb(139, 69, 19)
salmon
rgb(250, 128, 114)
sandybrown
rgb(244, 164, 96)
seagreen
rgb(46, 139, 87)
seashell
rgb(255, 245, 238)
sienna
rgb(160, 82, 45)
silver
rgb(192, 192, 192)
skyblue
rgb(135, 206, 235)
slateblue
rgb(106, 90, 205)
slategray
rgb(112, 128, 144)
snow
rgb(255, 250, 250)
springgreen
rgb(0, 255, 127)
steelblue
rgb(70, 130, 180)
tan
rgb(210, 180, 140)
teal
rgb(0, 128, 128)
thistle
rgb(216, 191, 216)
tomato
rgb(255, 99, 71)
turquoise
rgb(64, 224, 208)
violet
rgb(238, 130, 238)
wheat
rgb(245, 222, 179)
white
rgb(255, 255, 255)
whitesmoke
rgb(245, 245, 245)
yellow
rgb(255, 255, 0)
yellowgreen
rgb(154, 205, 50)
SlotsSlots are boxes used to lay out images, text and so on. The two most common slots are stacks and flows. Slots can also be referred to as "boxes" or "canvases" in Shoes terminology.
Since the mouse wheel and PageUp and PageDown are so pervasive on every platform, vertical scrolling has really become the only overflow that matters. So, in Shoes, just as on the web, width is generally fixed. While height goes on and on.
Now, you can also just use specific widths and heights for everything, if you want. That'll take some math, but everything could be perfect.
Generally, I'd suggest using stacks and flows. The idea here is that you want to fill up a certain width with things, then advance down the page, filling up further widths. You can think of these as being analogous to HTML's "block" and "inline" styles.
Stacks
A stack is simply a vertical stack of elements. Each element in a stack is placed directly under the element preceding it.
A stack is also shaped like a box. So if a stack is given a width of 250, that stack is itself an element which is 250 pixels wide.
To create a new stack, use the stack method, which is available inside any slot. So stacks can contain other stacks and flows.
Flows
A flow will pack elements in as tightly as it can. A width will be filled, then will wrap beneath those elements. Text elements placed next to each other will appear as a single paragraph. Images and widgets will run together as a series.
Like the stack, a flow is a box. So stacks and flows can safely be embedded and, without respect to their contents, are identical. They just treat their contents differently.
Making a flow means calling the flow method. Flows may contain other flows and stacks.
Last thing: The Shoes window itself is a flow.
Art for SlotsEach slot is like a canvas, a blank surface which can be covered with an assortment of colored shapes or gradients.
Many common shapes can be drawn with methods like oval and rect. You'll need to set up the paintbrush colors first, though.
The stroke command sets the line color. And the fill command sets the color used to paint inside the lines.
Shoes.app do stroke red fill blue oval :top => 10, :left => 10, :radius => 100 end
That code gives you a blue pie with a red line around it. One-hundred pixels wide, placed just a few pixels southeast of the window's upper left corner.
The blue and red methods above are Color objects. See the section on Colors for more on how to mix colors.
Inspiration from Processing and NodeBox
The artful methods generally come verbatim from NodeBox, a drawing kit for Python. In turn, NodeBox gets much of its ideas from Processing, a Java-like language for graphics and animation. I owe a great debt to the creators of these wonderful programs!
Shoes does a few things differently from NodeBox and Processing. For example, Shoes has different color methods, including having its own Color objects, though these are very similar to Processing's color methods. And Shoes also allows images and gradients to be used for drawing lines and filling in shapes.
Shoes also borrows some animation ideas from Processing and will continue to closely consult Processing's methods as it expands.
arc(left, top, width, height, angle1, angle2) » Shoes::Shape
Draws an arc shape (a section of an oval) at coordinates (left, top). This method just give you a bit more control than oval, by offering the :angle1 and :angle2 styles. (In fact, you can mimick the oval method by setting :angle1 to 0 and :angle2 to Shoes::TWO_PI.)
arrow(left, top, width) » Shoes::Shape
Draws an arrow at coordinates (left, top) with a pixel width.
cap(:curve or :rect or :project) » self
Sets the line cap, which is the shape at the end of every line you draw. If set to :curve, the end is rounded. The default is :rect, a line which ends abruptly flat. The :project cap is also fat, but sticks out a bit longer.
fill(pattern) » pattern
Sets the fill bucket to a specific color (or pattern.) Patterns can be colors, gradients or images. So, once the fill bucket is set, you can draw shapes and they will be colored in with the pattern you've chosen.
To draw a star with an image pattern:
Shoes.app do fill "static/avatar.png" star 200, 200, 5 end
To clear the fill bucket, use nofill. And to set the line color (the border of the star,) use the stroke method.
nofill() » self
Blanks the fill color, so that any shapes drawn will not be filled in. Instead, shapes will have only a lining, leaving the middle transparent.
nostroke() » self
Empties the line color. Shapes drawn will have no outer line. If nofill is also set, shapes drawn will not be visible.
line(left, top, x2, y2) » Shoes::Shape
Draws a line using the current line color (aka "stroke") starting at coordinates (left, top) and ending at coordinates (x2, y2).
oval(left, top, radius) » Shoes::Shape
Draws a circular form at pixel coordinates (left, top) with a width and height of radius pixels. The line and fill colors are used to draw the shape. By default, the coordinates are for the oval's leftmost, top corner, but this can be changed by calling the transform method or by using the :center style on the next method below.
Shoes.app do stroke blue strokewidth 4 fill black oval 10, 10, 50 end
To draw an oval of varied proportions, you may also use the syntax: oval(left, top, width, height).
oval(styles) » Shoes::Shape
Draw circular form using a style hash. The following styles are supported:
top: the y-coordinate for the oval pen. left: the x-coordinate for the oval pen.
radius: the width and height of the circle.
width: a specific pixel width for the oval.
height: a specific pixel height for the oval.
center: do the coordinates specific the oval's center? (true or false)
These styles may also be altered using the style method on the Shape object.
rect(top, left, width, height, corners = 0) » Shoes::Shape
Draws a rectangle starting from coordinates (top, left) with dimensions of width x height. Optionally, you may give the rectangle rounded corners with a fifth argument: the radius of the corners in pixels.
As with all other shapes, the rectangle is drawn using the stroke and fill colors.
Shoes.app do stroke rgb(0.5, 0.5, 0.7) fill rgb(1.0, 1.0, 0.9) rect 10, 10, self.width - 20, self.height - 20 end
The above sample draws a rectangle which fills the area of its parent box, leaving a margin of 10 pixels around the edge. Also see the background method for a rectangle which defaults to filling its parent box.
rect(styles) » Shoes::Shape
Draw a rectangle using a style hash. The following styles are supported:
top: the y-coordinate for the rectangle. left: the x-coordinate for the rectangle.
curve: the pixel radius of the rectangle's corners.
width: a specific pixel width for the rectangle.
height: a specific pixel height for the rectangle.
center: do the coordinates specific the rectangle's center? (true or false)
These styles may also be altered using the style method on the Shape object.
rotate(degrees: a number) » self
Rotates the pen used for drawing by a certain number of degrees, so that any shapes will be drawn at that angle.
In this example below, the rectangle drawn at (30, 30) will be rotated 45 degrees.
Shoes.app do fill "#333"
rotate 45 rect 30, 30, 40, 40 end
shape(left, top) { ... } » Shoes::Shape
Describes an arbitrary shape to draw, beginning at coordinates (left, top) and continued by calls to line_to, move_to, curve_to and arc_to inside the block. You can look at it as sketching a shape with a long line that curves and arcs and bends.
Shoes.app do fill red(0.2) shape do move_to(90, 55) arc_to(50, 55, 50, 50, 0, PI/2) arc_to(50, 55, 60, 60, PI/2, PI) arc_to(50, 55, 70, 70, PI, TWO_PI-PI/2) arc_to(50, 55, 80, 80, TWO_PI-PI/2, TWO_PI) end end
A shape can also contain other shapes. So, you can place an oval, a rect, a line, a star or an arrow (and all of the other methods in this Art section) inside a shape, but they will not be part of the line. They will be more like a group of shapes are all drawn as one.
star(left, top, points = 10, outer = 100.0, inner = 50.0) » Shoes::Shape
Draws a star using the stroke and fill colors. The star is positioned with its center point at coordinates (left, top) with a certain number of points. The outer width defines the full radius of the star; the inner width specifies the radius of the star's middle, where points stem from.
stroke(pattern) » pattern
Set the active line color for this slot. The pattern may be a color, a gradient or an image, all of which are categorized as "patterns." The line color is then used to draw the borders of any subsequent shape.
So, to draw an arrow with a red line around it:
Shoes.app do stroke red arrow 0, 100, 10 end
To clear the line color, use the nostroke method.
strokewidth(a number) » self
Sets the line size for all drawing within this slot. Whereas the stroke method alters the line color, the strokewidth method alters the line size in pixels. Calling strokewidth(4) will cause lines to be drawn 4 pixels wide.
transform(:center or :corner) » self
Should transformations (such as skew and rotate) be performed around the center of the shape? Or the corner of the shape? Shoes defaults to :corner.
translate(left, top) » self
Moves the starting point of the drawing pen for this slot. Normally, the pen starts at (0, 0) in the top-left corner, so that all shapes are drawn from that point. With translate, if the starting point is moved to (10, 20) and a shape is drawn at (50, 60), then the shape is actually drawn at (60, 80) on the slot.
Element CreationShoes has a wide variety of elements, many cherry-picked from HTML. This page describes how to create these elements in a slot. See the Elements section of the manual for more on how to modify and use these elements after they have been placed.
animate(fps) { |frame| ... } » Shoes::Animation
Starts an animation timer, which runs parallel to the rest of the app. The fps is a number, the frames per seconds. This number dictates how many times per second the attached block will be called.
The block is given a frame number. Starting with zero, the frame number tells the block how many frames of the animation have been shown.
Shoes.app do @counter = para "STARTING" animate(24) do |frame| @counter.replace "FRAME #{frame}" end end
The above animation is shown 24 times per second. If no number is given, the fps defaults to 10.
background(pattern) » Shoes::Background
Draws a Background element with a specific color (or pattern.) Patterns can be colors, gradients or images. Colors and images will tile across the background. Gradients stretch to fill the background.
PLEASE NOTE: Backgrounds are actual elements, not styles. HTML treats backgrounds like styles. Which means every box can only have one background. Shoes layers background elements.
Shoes.app do background black background white, :width => 50 end
The above example paints two backgrounds. First, a black background is painted over the entire app's surface area. Then a 50 pixel white stripe is painted along the left side.
banner(text) » Shoes::Banner
Creates a Banner text block. Shoes automatically styles this text to 48 pixels high.
border(text, :strokewidth => a number) » Shoes::Border
Draws a Border element using a specific color (or pattern.) Patterns can be colors, gradients or images. Colors and images will tile across the border. Gradients stretch to fill the border.
PLEASE NOTE: Like Backgrounds, Borders are actual elements, not styles. HTML treats backgrounds and borders like styles. Which means every box can only have one borders. Shoes layers border and background elements, along with text blocks, images, and everything else.
button(text) { ... } » Shoes::Button
Adds a push button with the message text written across its surface. An optional block can be attached, which is called if the button is pressed.
caption(text) » Shoes::Caption
Creates a Caption text block. Shoes styles this text to 14 pixels high.
check() » Shoes::Check
Adds a check box.
code(text) » Shoes::Code
Create a Code text fragment. This text defaults to a monospaced font.
del(text) » Shoes::Del
Creates a Del text fragment (short for "deleted") which defaults to text with a single strikethrough in its middle.
dialog(styles) { ... } » Shoes::App
Opens a new app window (just like the window method does,) but the window is given a dialog box look.
edit_box(text) » Shoes::EditBox
Adds a large, multi-line textarea to this slot. The text is optional and should be a string that will start out the box. An optional block can be attached here which is called any type the user changes the text in the box.
Shoes.app do edit_box edit_box "HORRAY EDIT ME" edit_box "small one", :width => 100, :height => 160 end
edit_line(text) » Shoes::EditLine
Adds a single-line text box to this slot. The text is optional and should be a string that will start out the box. An optional block can be attached here which is called any type the user changes the text in the box.
em(text) » Shoes::Em
Creates an Em text fragment (short for "emphasized") which, by default, is styled with italics.
every(seconds) { |count| ... } » Shoes::Every
A timer similar to the animation method, but much slower. This timer fires a given number of seconds, running the block attached. So, for example, if you need to check a web site every five minutes, you'd call every(300) with a block containing the code to actually ping the web site.
flow(styles) { ... } » Shoes::Flow
A flow is an invisible box (or "slot") in which you place Shoes elements. Both flows and stacks are explained in great detail on the main Slots page.
Flows organize elements horizontally. Where one would use a stack to keep things stacked vertically, a flow places its contents end-to-end across the page. Once the end of the page is reached, the flow starts a new line of elements.
image(path) » Shoes::Image
Creates an Image element for displaying a picture. PNG, JPEG and GIF formats are allowed.
The path can be a file path or a URL. All images loaded are temporarily cached in memory, but remote images are also cached locally in the user's personal Shoes directory. Remote images are
loaded in the background; as with browsers, the images will not appear right away, but will be shown when they are loaded.
imagesize(path) » [width, height]
Quickly grab the width and height of an image. The image won't be loaded into the cache or displayed.
URGENT NOTE: This method cannot be used with remote images (loaded from HTTP, rather than the hard drive.)
ins(text) » Shoes::Ins
Creates an Ins text fragment (short for "inserted") which Shoes styles with a single underline.
inscription(text) » Shoes::Inscription
Creates an Inscription text block. Shoes styles this text at 10 pixels high.
link(text, :click => proc or string) » Shoes::Link
Creates a Link text block, which Shoes styles with a single underline and colors with a #06E (blue) colored stroke.
The default LinkHover style is also single-underlined with a #039 (dark blue) stroke.
list_box(:items => [strings, ...]) » Shoes::ListBox
Adds a drop-down list box containing entries for everything in the items array. An optional block may be attached, which is called if anything in the box becomes selected by the user.
Shoes.app do stack :margin => 10 do para "Pick a card:" list_box :items => ["Jack", "Ace", "Joker"] end end
Call ListBox#text to get the selected string. See the ListBox section under Native controls for more help.
progress() » Shoes::Progress
Adds a progress bar.
para(text) » Shoes::Para
Create a Para text block (short for "paragraph") which Shoes styles at 12 pixels high.
radio(group name: a string or symbol) » Shoes::Radio
Adds a radio button. If a group name is given, the radio button is considered part of a group. Among radio buttons in the same group, only one may be checked. (If no group name is given, the radio button is grouped with any other radio buttons in the same slot.)
span(text) » Shoes::Span
Creates a Span text fragment, unstyled by default.
stack(styles) { ... } » Shoes::Stack
Creates a new stack. A stack is a type of slot. (See the main Slots page for a full explanation of both stacks and flows.)
In short, stacks are an invisible box (a "slot") for placing stuff. As you add things to the stack, such as buttons or images, those things pile up vertically. Yes, they stack up!
strong(text) » Shoes::Strong
Creates a Strong text fragment, styled in bold by default.
sub(text) » Shoes::Sub
Creates a Sub text fragment (short for "subscript") which defaults to lowering the text by 10 pixels and styling it in an x-small font.
subtitle(text) » Shoes::Subtitle
Creates a Subtitle text block. Shoes styles this text to 26 pixels high.
sup(text) » Shoes::Sup
Creates a Sup text fragment (short for "superscript") which defaults to raising the text by 10 pixels and styling it in an x-small font.
tagline(text) » Shoes::Tagline
Creates a Tagline text block. Shoes styles this text to 18 pixels high.
timer(seconds) { ... } » Shoes::Timer
A one-shot timer. If you want to schedule to run some code in a few seconds (or minutes, hours) you can attach the code as a block here.
To display an alert box five seconds from now:
Shoes.app do timer(5) do alert("Your five seconds are up.") end end
title(text) » Shoes::Title
Creates a Title text block. Shoes styles these elements to 34 pixels high.
video(path or url) » Shoes::Video
Embeds a movie in this slot.
window(styles) { ... } » Shoes::App
Opens a new app window. This method is almost identical to the Shoes.app method used to start an app in the first place. The difference is that the window method sets the new window's owner property. (A normal Shoes.app has its owner set to nil.)
So, the new window's owner will be set to the Shoes::App which launched the window. This way the child window can call the parent.
Shoes.app :title => "The Owner" do button "Pop up?" do window do para "Okay, popped up from #{owner}" end end end
EventsWondering how to catch stray mouse clicks or keyboard typing? Events are sent to a slot whenever a mouse moves inside the slot. Or whenever a key is pressed. Even when the slot is created or destroyed. You can attach a block to each of these events.
Mouse events include motion, click, hover and leave. Keyboard typing is represented by the keypress event. And the start and finish events indicate when a canvas comes into play or is discarded.
So, let's say you want to change the background of a slot whenever the mouse floats over it. We can use the hover event to change the background when the mouse comes inside the slot. And leave to change back when the mouse floats away.
Shoes.app do s = stack :width => 200, :height => 200 do background red hover do s.clear { background blue } end leave do s.clear { background red } end end end
click { |button, left, top| ... } » self
The click block is called when a mouse button is clicked. The button is the number of the mouse button which has been pressed. The left and top are the mouse coordinates at which the click happened.
To catch the moment when the mouse is unclicked, see the release event.
finish { |self| ... } » self
When a slot is removed, it's finish event occurs. The finish block is immediately handed self, the slot object which has been removed.
hover { |self| ... } » self
The hover event happens when the mouse enters the slot. The block gets self, meaning the object which was hovered over.
To catch the mouse exiting the slot, check out the leave event.
keypress { |key| ... } » self
Whenever a key (or combination of keys) is pressed, the block gets called. The block is sent a key which is a string representing the character (such as the letter or number) on the key. For special keys and key combos, a Ruby symbol is sent, rather than a string.
So, for example, if Shift-a is pressed, the block will get the string "A".
However, if the F1 key is pressed, the :f1 symbol is received. For Shift-F1, the symbol would be :shift_f1.
The modifier keys are control, shift and alt. They appear in that order. If Shift-Control-Alt-PgUp is pressed, the symbol will be :control_shift_alt_page_up.
One thing about the shift key. You won't see the shift key on most keys. On US keyboards, Shift-7 is an ampersand. So you'll get the string "&" rather than :shift_5. And, if you press
Shift-Alt-7 on such a keyboard, you'll get the symbol: :alt_&. You'll only see the shift modifier on the special keys listed a few paragraphs down.
Shoes.app do @info = para "NO KEY is PRESSED." keypress do |k| @info.replace "#{k.inspect} was PRESSED." end end
Keep in mind that Shoes itself uses a few hotkeys. Alt-Period (:alt_.), Alt-Question (:alt_?) and Alt-Slash (:alt_/) are reserved for Shoes.
The list of special keys is as follows: :escape, :delete, :backspace, :tab, :page_up, :page_down, :home, :end, :left, :up, :right, :down, :f1, :f2, :f3, :f4, :f5, :f6, :f7, :f8, :f9, :f10, :f11 and :f12.
One caveat to all of those rules: normally the Return key gives you a string "\n". When pressed with modifier keys, however, you end up with :control_enter, :control_alt_enter, :shift_alt_enter and the like.
leave { |self| ... } » self
The leave event takes place when the mouse cursor exits a slot. The moment it no longer is inside the slot's edges. When that takes place, the block is called with self, the slot object which is being left.
Also see hover if you'd like to detect the mouse entering a slot.
motion { |left, top| ... } » self
The motion block gets called every time the mouse moves around inside the slot. The block is handed the cursor's left and top coordinates.
Shoes.app :width => 200, :height => 200 do background black fill white @circ = oval 0, 0, 100, 100 motion do |top, left| @circ.move top - 50, left - 50 end end
release { |button, left, top| ... } » self
The release block runs whenever the mouse is unclicked (on mouse up). When the finger is lifted. The button is the number of the button that was depressed. The left and top are the coordinates of the mouse at the time the button was released.
To catch the actual mouse click, use the click event.
start { |self| ... } » self
The first time the slot is drawn, the start event fires. The block is handed self, the slot object which has just been drawn.
Manipulation BlocksThe manipulation methods below make quick work of shifting around slots and inserting new elements.
append() { ... } » self
Adds elements to the end of a slot.
Shoes.app do @slot = stack { para 'Good Morning' } timer 3 do @slot.append do title "Breaking News" tagline "Astronauts arrested for space shuttle DUI." end end end
The title and tagline elements will be added to the end of the @slot.
after(element) { ... } » self
Adds elements to a specific place in a slot, just after the element which is a child of the slot.
before(element) { ... } » self
Adds elements to a specific place in a slot, just before the element which is a child of the slot.
clear() » self
Empties the slot of any elements, timers and nested slots. This is effectively identical to looping through the contents of the slot and calling each element's remove method.
clear() { ... } » self
The clear method also takes an optional block. The block will be used to replace the contents of the slot.
Shoes.app do @slot = stack { para "Old text" } timer 3 do @slot.clear { para "Brand new text" } end end
In this example, the "Old text" paragraph will be cleared out, replaced by the "Brand new text" paragraph.
prepend() { ... } » self
Adds elements to the beginning of a slot.
Shoes.app do @slot = stack { para 'Good Morning' } timer 3 do @slot.prepend { para "Your car is ready." } end end
The para element is added to the beginning of the @slot.
Position of a SlotLike any other element, slots can be styled and customized when they are created.
To set the width of a stack to 150 pixels:
Shoes.app do stack(:width => 150) { para "Now that's precision." } end
Each style setting also has a method, which can be used to grab that particular setting. (So, like, the width method returns the width of the slot in pixels.)
displace(left: a number, top: a number) » self
A shortcut method for setting the :displace_left and :displace_top styles. Displacing is a handy way of moving a slot without altering the layout. In fact, the top and left methods will not report displacement at all. So, generally, displacement is only for temporary animations. For example, jiggling a button in place.
The left and top numbers sent to displace are added to the slot's own top-left coordinates. To subtract from the top-left coordinate, use negative numbers.
gutter() » a number
The size of the scrollbar area. When Shoes needs to show a scrollbar, the scrollbar may end up covering up some elements that touch the edge of the window. The gutter tells you how many pixels to expect the scrollbar to cover.
This is commonly used to pad elements on the right, like so:
Shoes.app do stack :margin_right => 20 + gutter do para "Insert fat and ratified declaration of independence here..." end end
height() » a number
The vertical size of the viewable slot in pixels. So, if this is a scrolling slot, you'll need to use scroll_height() to get the full size of the slot.
hide() » self
Hides the slot, so that it can't be seen. See also show and toggle.
left() » a number
The left pixel location of the slot. Also known as the x-axis coordinate.
move(left, top) » self
Moves the slot to specific coordinates, the (left, top) being the upper left hand corner of the slot.
remove() » self
Removes the slot. It will no longer be displayed and will not be listed in its parent's contents. It's gone.
scroll() » true or false
Is this slot allowed to show a scrollbar? True or false. The scrollbar will only appear if the height of the slot is also fixed.
scroll_height() » a number
The vertical size of the full slot, including any of it which is hidden by scrolling.
scroll_max() » a number
The top coordinate which this slot can be scrolled down to. The top coordinate of a scroll bar is always zero. The bottom coordinate is the full height of the slot minus one page of scrolling. This bottom coordinate is what scroll_max returns.
This is basically a shortcut for writing slot.scroll_height - slot.height.
To scroll to the bottom of a slot, use slot.scroll_top = slot.scroll_max.
scroll_top() » a number
The top coordinate which this slot is scrolled down to. So, if the slot is scrolled down twenty pixels, this method will return 20.
scroll_top = a number
Scrolls the slot to a certain coordinate. This must be between zero and scroll_max.
show() » self
Reveals the slot, if it is hidden. See also hide and toggle.
style() » styles
Calling the style method with no arguments returns a hash of the styles presently applied to this slot.
While methods such as height and width return the true pixel dimensions of the slot, you can use style[:height] or style[:width] to get the dimensions originally requested.
Shoes.app do @s = stack :width => "100%" para @s.style[:width] end
In this example, the paragraph under the stack will display the string "100%".
style(styles) » styles
Alter the slot using a hash of style settings. Any of the methods on this page (aside from this method, of course) can be used as a style setting. So, for example, there is a width method, thus there is also a width style.
Shoes.app do @s = stack { background green } @s.style(:width => 400, :height => 200) end
toggle() » self
Hides the slot, if it is shown. Or shows the slot, if it is hidden.
top() » a number
The top pixel location of the slot. Also known as the y-axis coordinate.
width() » a number
The horizontal size of the slot in pixels.
Traversing the PageYou may find yourself needing to loop through the elements inside a slot. Or maybe you need to climb the page, looking for a stack that is the parent of an element.
On any element, you may call the parent method to get the slot directly above it. And on slots, you can call the contents method to get all of the children. (Some elements, such as text blocks, also have a contents method for getting their children.)
contents() » an array of elements
Lists all elements in a slot.
parent() » a Shoes::Stack or Shoes::Flow
Gets the object for this element's container.
ElementsAh, here's the stuff of Shoes. An element can be as simple as an oval shape. Or as complex as a video stream. You've encountered all of these elements before in the Slots section of the manual.
Shoes has seven native controls: the Button, the EditLine, the EditBox, the ListBox, the Progress meter, the Check box and the Radio. By "native" controls, we mean that each of these seven elements is drawn by the operating system. So, a Progress bar will look one way on Windows and another way on OS X.
Shoes also has seven basic other types of elements: Background, Border, Image, Shape, TextBlock, Timer and Video. These all should look and act the same on every operating system.
Once an element is created, you will often still want to change it. To move it or hide it or get rid of it. You'll use the commands in this section to do that sort of stuff. (Especially check out the Common Methods section for commands you can use on any element.)
So, for example, use the image method of a Slot to place a PNG on the screen. The image method gives you back an Image object. Use the methods of the Image object to change things up.
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